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About oakthesnail

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  1. oakthesnail

    The Rabbit and the Owl

    Update: Going to PAX West to show the game! Hope to see you there :)
  2. oakthesnail

    The Rabbit and the Owl

      Thanks! So sorry I didn't respond to this until now. Yes we've looked at these games along with many others for inspiration and for do's/don't do's :) 
  3. oakthesnail

    The Rabbit and the Owl

    The demo is now available! Check it out here. Excited to see what you all think, harsh criticisms are welcome :)
  4. oakthesnail

    The Rabbit and the Owl

    Local co-op is in and the public mid-development demo to come later this month (hopefully)!
  5. oakthesnail

    The Rabbit and the Owl

    Update: We’ve been greenlit on Steam!
  6. oakthesnail

    The Rabbit and the Owl

  7. oakthesnail

    The Rabbit and the Owl

      Download the demo!   Description The Rabbit and the Owl is a single-player or two-player co-op puzzle-platformer which introduces a negative space landscape. The Rabbit and the Owl exist in opposite worlds of light and dark and are only able to progress by helping each other. The gameplay emphasizes solving puzzles which are composed of various mechanics that shift the environment and thus affects both characters in different ways.   The game is tentatively set to release in early 2017 on Steam for PC and Mac.   All images and videos are from in-progress development - subject to change and improvements!   We've been greenlit on Steam!   Setting and Story The game is set in an ethereal world where light and darkness prevail. Remnants of an ancient civilization litter the landscape. Two kindred spirits, for reasons unknown, have manifested themselves as the Rabbit and the Owl. They are driven eastward to find what the world has lost.     As you progress, you will discover snippets of stories from its remnants such as myths, letters, and journal entries spanning over thousands of years. Piece them together to discover what happened to the people who once inhabited the land and why the Rabbit and the Owl are here now.   Trailer   Features Control two characters in a monochromatic landscape - the white Rabbit occupies dark areas, and the black Owl occupies light areas A combination of light platforming and deep puzzles Puzzles require the Rabbit and Owl to help each other - create blocks, activate levers, ride wind columns, traverse portals, and more Painterly artwork by artist Andrew Chen Calming, original soundtrack composed by David Huff and Patrick Neff to enjoy while solving fun (i.e. difficult) puzzles Each level is a unique combination of mechanics; hours of gameplay Thought-provoking, interpretive story Controller support Game can be fully completed solo, but local co-op (2 controllers or Keyboard/Mouse + 1 controller) will be available if you wish to solve puzzles with a friend Images Check out a collection of images from the game here!   Platforms The game will be available on Steam for Windows and Mac (we’ve been greenlit on Steam). It will also be available DRM-free.   We also plan to reach out to other common distributors (Humble, GOG, and more).   Formal Sheep   Gary Chao - Founder, game developer, programmer gary@formalsheep.com Gary Chao graduated from the University of California, Los Angeles in 2013 with a bachelor’s degree in Computer Science. He has loved video games ever since he played his first game, Commander Keen, as a child. Immediately out of college, he decided to follow his dream of creating video games. After over a year of trial and error going through many different ideas, Gary conceptualized The Rabbit and the Owl in April 2015 and decided to fully develop it. Gary founded Formal Sheep in March 2016 and is currently still working on the game.   Justin Olesen - Game developer justin@formalsheep.com Justin Olesen graduated from the University of California, Los Angeles in 2013 with a degree in Political Science. He is a lifelong gamer and loves games on PC and every console all the way back to his very first NES playing Super Mario Bros. and River City Ransom. The Rabbit and the Owl will be his first venture in the independent game development world. He likes it a lot.?   Connect online Twitter: @formalsheep Facebook: facebook.com/formalsheep YouTube: youtube.com/formalsheep IndieDB: indiedb.com/games/the-rabbit-and-the-owl Website: formalsheep.com Email: gary@formalsheep.com   Collaborators These are the few but amazing people who have been helping to bring the game to life: Artist Andrew Chen   Music Composers David Huff Patrick Neff   Sound Designer Topher Pirkl   My utmost gratitude to these people as the game would not be possible without any of them.   Development Progress Follow the progress of the game and related news on the blog!   Thank You Thanks for reading - we’ve put a lot of love into the game and hope that others get to experience it as well. Please support us by following us online (Twitter | Facebook | YouTube) and spreading the word! We plan on having a Kickstarter soon, so stay tuned.  
  8. How about realistic line-of-sight?   Examples:   A rifleman is on a cliff but can only shoot things at the bottom of the cliff if standing on the edge. The further away you are from the cliff, the less you can see towards the base of the cliff.   Projectiles have to have a direct line to its target otherwise it will hit whatever's in the way.
  9. oakthesnail

    Armour penetration and firearms

    I think your stats are fine but you should leave some room for a gradient of armor pen.   Instead of having classes of armor pen, why don't you just use a numeric value? I'm not a huge fan of vague tooltips like "high" or "medium" armor pen.   Armor pen 0-100 means it penetrates 0-100% of armor.   So a gun with 37 armor pen will get its damage reduced to 37% against armored targets. This also introduces the possibility (since this is an rpg) of varied values on the armor pen value. A weapon could have really high armor pen but low damage, and vice versa. Or it could have a nice mix of both. Or it could just be some epic weapon that has high armor pen and high damage, but its ammo is relatively rare/expensive. Definitely have tradeoffs!   Armor could behave the same across all enemies, so the knob you'd tweak is how much armor a unit has. A human with kevlar might have 50 armor, where as a tank might have 600. The player would have to break through the armor before affecting raw HP in which every weapon would do their full damage. This would introduce an element of switching weapons during battle. A nearby enemy may call for shotgun to burst down its armor fast then switch to a pistol to finish it off economically (I'm assuming ammo is a resource that's not unlimited).
  10. oakthesnail

    When you realize how dumb a bug is...

    I like to think I obsessively ctrl+s... but I guess 4 hours is how long it takes to find out that I didn't actually save a small change in one of my scripts :P
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